Crash in eclipse browser

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cartrite
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Post #21by cartrite » 22.01.2008, 17:34

The solar and lunar eclipses worked fine for earth. But I also had a problem with Jupiter. It took a while and I never let it finish. So......... I believe I used pre5 on Jupiter.
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Post #22by chris » 22.01.2008, 18:41

I've got a patch to wineclipses.cpp that might fix this hang. I can't be sure, because I can't reproduce it on my system:

http://www.celestiaproject.net/~claurel/celest ... psefinder/

My hunch is that the eclipse finder is working fine, but there's a problem with sorting of the eclipse records once they're all found.

--Chris

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selden
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Post #23by selden » 22.01.2008, 18:54

Thanks!

I'll try it this evening when I get home, since it doesn't happen on the computer I'm using right now.
Selden

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Post #24by cartrite » 22.01.2008, 20:34

Chris,
I tried the patch on yesterdays cvs. I still had NO problems running lunar eclipses on earth. I tried Jupiter and it still took a while. But this time I let it finish. It found a ton of dates. So I tried the same cvs version without the patch and it took about the same time. Just to make sure, I also tried pre6 and I got the same result for Jupiter. Saturn took longer but it still worked too on pre6.

It seems I'm not able to reproduce this either. Sorry.

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Post #25by chris » 22.01.2008, 20:41

cartrite wrote:Chris,
I tried the patch on yesterdays cvs. I still had NO problems running lunar eclipses on earth. I tried Jupiter and it still took a while. But this time I let it finish. It found a ton of dates. So I tried the same cvs version without the patch and it took about the same time. Just to make sure, I also tried pre6 and I got the same result for Jupiter. Saturn took longer but it still worked too on pre6.

It seems I'm not able to reproduce this either. Sorry.


Oh well . . . thanks for testing. Nothing more frustrating than bugs that can be reproduced consistently.

--Chris

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Post #26by cartrite » 22.01.2008, 20:53

Selden,
Just curious, What is the value you have for DateFormat in the registry? I have 0x00000000.

I also tried to reproduce this by switching local time on and off.

Same passing results though.
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selden
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Post #27by selden » 22.01.2008, 21:34

On my computer at work, where it works, the registry entry DateFormat is set to 0.

I won't know what it is on my home computer.for another hour or so.
Selden

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Post #28by Adirondack » 22.01.2008, 23:09

Lunar eclipses and TSEs on Earth work always fine with pre5 on my machine
(checked with UTC and local time and with english and german version).

Adirondack
We all live under the same sky, but we do not have the same horizon. (K. Adenauer)
The horizon of some people is a circle with the radius zero - and they call it their point of view. (A. Einstein)

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selden
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Post #29by selden » 23.01.2008, 00:12

cartrite,

DateFormat is set to 0 on my home computer, too, so that doesn't seem to be related.

Chris,

No joy: I rebuilt from scratch with the revised wineclipses.cpp and it made no difference. The Lunar Eclipse finder loops forever.

I am not at all familiar with the debugging tools available under Windows. Is there a way to find out the PCs where it's looping? If I rebuild using makedebug.bat, for example?
Selden

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Post #30by cartrite » 23.01.2008, 00:57

Selden,
I thought this may be a long shot. I wonder what you and danielj could have in common between your 2 computers. Your solarsys.ssc file hasn't been changed, has it?
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Post #31by chris » 23.01.2008, 01:00

selden wrote:cartrite,

DateFormat is set to 0 on my home computer, too, so that doesn't seem to be related.

Chris,

No joy: I rebuilt from scratch with the revised wineclipses.cpp and it made no difference. The Lunar Eclipse finder loops forever.

I am not at all familiar with the debugging tools available under Windows. Is there a way to find out the PCs where it's looping? If I rebuild using makedebug.bat, for example?


I just use windbg. I downloaded it from here:

http://www.microsoft.com/whdc/devtools/ ... fault.mspx

and installed it in c:\windbg. When I want to debug, I build Celestia with makedebug.bat, then run it from the command line under windbg:

\windbg\windbg celestia

Type 'g' to run Celestia. When it hangs, hit Ctrl+Break in the debugger, the print out a stack trace with 'k'. This would be incredibly helpful in understanding what's going on here.

--Chris

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Post #32by selden » 23.01.2008, 02:05

I'm sorry to say that the stackunwind didn't do much.

FWIW, it seems to somehow be related to Addons. To help it load a little faster, I removed my Hale Telescope Addon from the extras directory. The loop did not happen. The Lunar Eclipse finder finished in less than a second.
When I put the Addon back, the loop happened.


windbg wrote:
Microsoft (R) Windows Debugger Version 6.8.0004.0 X86
Copyright (c) Microsoft Corporation. All rights reserved.

CommandLine: celestia
Symbol search path is: *** Invalid ***
****************************************************************************
* Symbol loading may be unreliable without a symbol search path. *
* Use .symfix to have the debugger choose a symbol path. *
* After setting your symbol path, use .reload to refresh symbol locations. *
****************************************************************************
Executable search path is:
ModLoad: 00400000 032d2000 celestia.exe
ModLoad: 7c900000 7c9b0000 ntdll.dll
ModLoad: 7c800000 7c8f5000 C:\WINDOWS\system32\kernel32.dll
ModLoad: 10000000 1000b000 C:\cvs\Celestia\celestia\intl.dll
ModLoad: 032e0000 033ba000 C:\cvs\Celestia\celestia\iconv.dll
ModLoad: 77c10000 77c68000 C:\WINDOWS\system32\MSVCRT.dll
ModLoad: 7e410000 7e4a0000 C:\WINDOWS\system32\USER32.dll
ModLoad: 77f10000 77f57000 C:\WINDOWS\system32\GDI32.dll
ModLoad: 763b0000 763f9000 C:\WINDOWS\system32\comdlg32.dll
ModLoad: 77f60000 77fd6000 C:\WINDOWS\system32\SHLWAPI.dll
ModLoad: 77dd0000 77e6b000 C:\WINDOWS\system32\ADVAPI32.dll
ModLoad: 77e70000 77f01000 C:\WINDOWS\system32\RPCRT4.dll
ModLoad: 773d0000 774d3000 C:\WINDOWS\WinSxS\X86_Microsoft.Windows.Common-Controls_6595b64144ccf1df_6.0.2600.2982_x-ww_ac3f9c03\COMCTL32.dll
ModLoad: 7c9c0000 7d1d7000 C:\WINDOWS\system32\SHELL32.dll
ModLoad: 774e0000 7761d000 C:\WINDOWS\system32\ole32.dll
ModLoad: 76b40000 76b6d000 C:\WINDOWS\system32\WINMM.dll
ModLoad: 73b50000 73b67000 C:\WINDOWS\system32\AVIFIL32.dll
ModLoad: 77be0000 77bf5000 C:\WINDOWS\system32\MSACM32.dll
ModLoad: 75a70000 75a91000 C:\WINDOWS\system32\MSVFW32.dll
ModLoad: 5ed00000 5edcc000 C:\WINDOWS\system32\OPENGL32.dll
ModLoad: 68b20000 68b40000 C:\WINDOWS\system32\GLU32.dll
ModLoad: 73760000 737a9000 C:\WINDOWS\system32\DDRAW.dll
ModLoad: 73bc0000 73bc6000 C:\WINDOWS\system32\DCIMAN32.dll
ModLoad: 00330000 0036c000 C:\cvs\Celestia\celestia\lua5.1.dll
(1c0.d2c): Break instruction exception - code 80000003 (first chance)
eax=00251eb4 ebx=7ffde000 ecx=00000003 edx=00000008 esi=00251f48 edi=00251eb4
eip=7c901230 esp=0012fb20 ebp=0012fc94 iopl=0 nv up ei pl nz na po nc
cs=001b ss=0023 ds=0023 es=0023 fs=003b gs=0000 efl=00000202
*** ERROR: Symbol file could not be found. Defaulted to export symbols for ntdll.dll -
ntdll!DbgBreakPoint:
7c901230 cc int 3
0:000> g
ModLoad: 76390000 763ad000 C:\WINDOWS\system32\IMM32.DLL
ModLoad: 74720000 7476b000 C:\WINDOWS\system32\MSCTF.dll
ModLoad: 77c00000 77c08000 C:\WINDOWS\system32\version.dll
ModLoad: 755c0000 755ee000 C:\WINDOWS\system32\msctfime.ime
ModLoad: 20000000 202c5000 C:\WINDOWS\system32\xpsp2res.dll
ModLoad: 72280000 722aa000 C:\WINDOWS\system32\DINPUT.DLL
ModLoad: 688f0000 688f9000 C:\WINDOWS\system32\HID.DLL
ModLoad: 77920000 77a13000 C:\WINDOWS\system32\SETUPAPI.DLL
ModLoad: 76c30000 76c5e000 C:\WINDOWS\system32\WINTRUST.dll
ModLoad: 77a80000 77b14000 C:\WINDOWS\system32\CRYPT32.dll
ModLoad: 77b20000 77b32000 C:\WINDOWS\system32\MSASN1.dll
ModLoad: 76c90000 76cb8000 C:\WINDOWS\system32\IMAGEHLP.dll
Error opening config file '~/.celestia.cfg'.
StarDatabase::read: nStars = 112519
ModLoad: 69500000 69baa000 C:\WINDOWS\system32\nvoglnt.dll
ModLoad: 61dd0000 61dd6000 C:\WINDOWS\system32\MCD32.DLL
Loading texture: textures/lores/earth.png
Loading texture: textures/lores/earthnight.jpg
Loading texture: textures/lores/moon.jpg
Loading bump map: textures/lores/moonbump.jpg
Loading texture: textures/lores/palomar_topo5.*
Loading texture: extras/hale_telescope_v20/textures/medres/palomar_topo5.jpg
ModLoad: 5ad70000 5ada8000 C:\WINDOWS\system32\UxTheme.dll
(1c0.ff4): Break instruction exception - code 80000003 (first chance)
eax=7ffde000 ebx=00000001 ecx=00000002 edx=00000003 esi=00000004 edi=00000005
eip=7c901230 esp=03e1ffcc ebp=03e1fff4 iopl=0 nv up ei pl zr na pe nc
cs=001b ss=0023 ds=0023 es=0023 fs=0038 gs=0000 efl=00000246
ntdll!DbgBreakPoint:
7c901230 cc int 3
0:002> k
ChildEBP RetAddr
WARNING: Stack unwind information not available. Following frames may be wrong.
03e1fff4 00000000 ntdll!DbgBreakPoint
Selden

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cartrite
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Post #33by cartrite » 23.01.2008, 03:15

Selden,
Yes. I can verify that. With your Hale Telescope Addon, I get stuck when computing for lunar eclipses for Earth. Solar eclipses for Earth work fine. Lunar eclipses also work for Jupiter. It takes a while though. It finds a lot of dates.

Just a thought here. When your addon is in extras and I look at the solarsystem browser, Earth has a lot of entries for the parts of the addon. It seems like the eclipse finder is considering all these parts to be moons of earth. It would take quite a while to calculate if that were so.

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Post #34by symaski62 » 23.01.2008, 12:40

selden wrote:I'm sorry to say that the stackunwind didn't do much.

FWIW, it seems to somehow be related to Addons. To help it load a little faster, I removed my Hale Telescope Addon from the extras directory. The loop did not happen. The Lunar Eclipse finder finished in less than a second.
When I put the Addon back, the loop happened.


windbg wrote:
Microsoft (R) Windows Debugger Version 6.8.0004.0 X86
Copyright (c) Microsoft Corporation. All rights reserved.

CommandLine: celestia
Symbol search path is: *** Invalid ***
****************************************************************************
* Symbol loading may be unreliable without a symbol search path. *
* Use .symfix to have the debugger choose a symbol path. *
* After setting your symbol path, use .reload to refresh symbol locations. *
****************************************************************************
Executable search path is:
ModLoad: 00400000 032d2000 celestia.exe
ModLoad: 7c900000 7c9b0000 ntdll.dll
ModLoad: 7c800000 7c8f5000 C:\WINDOWS\system32\kernel32.dll
ModLoad: 10000000 1000b000 C:\cvs\Celestia\celestia\intl.dll
ModLoad: 032e0000 033ba000 C:\cvs\Celestia\celestia\iconv.dll
ModLoad: 77c10000 77c68000 C:\WINDOWS\system32\MSVCRT.dll
ModLoad: 7e410000 7e4a0000 C:\WINDOWS\system32\USER32.dll
ModLoad: 77f10000 77f57000 C:\WINDOWS\system32\GDI32.dll
ModLoad: 763b0000 763f9000 C:\WINDOWS\system32\comdlg32.dll
ModLoad: 77f60000 77fd6000 C:\WINDOWS\system32\SHLWAPI.dll
ModLoad: 77dd0000 77e6b000 C:\WINDOWS\system32\ADVAPI32.dll
ModLoad: 77e70000 77f01000 C:\WINDOWS\system32\RPCRT4.dll
ModLoad: 773d0000 774d3000 C:\WINDOWS\WinSxS\X86_Microsoft.Windows.Common-Controls_6595b64144ccf1df_6.0.2600.2982_x-ww_ac3f9c03\COMCTL32.dll
ModLoad: 7c9c0000 7d1d7000 C:\WINDOWS\system32\SHELL32.dll
ModLoad: 774e0000 7761d000 C:\WINDOWS\system32\ole32.dll
ModLoad: 76b40000 76b6d000 C:\WINDOWS\system32\WINMM.dll
ModLoad: 73b50000 73b67000 C:\WINDOWS\system32\AVIFIL32.dll
ModLoad: 77be0000 77bf5000 C:\WINDOWS\system32\MSACM32.dll
ModLoad: 75a70000 75a91000 C:\WINDOWS\system32\MSVFW32.dll
ModLoad: 5ed00000 5edcc000 C:\WINDOWS\system32\OPENGL32.dll
ModLoad: 68b20000 68b40000 C:\WINDOWS\system32\GLU32.dll
ModLoad: 73760000 737a9000 C:\WINDOWS\system32\DDRAW.dll
ModLoad: 73bc0000 73bc6000 C:\WINDOWS\system32\DCIMAN32.dll
ModLoad: 00330000 0036c000 C:\cvs\Celestia\celestia\lua5.1.dll
(1c0.d2c): Break instruction exception - code 80000003 (first chance)
eax=00251eb4 ebx=7ffde000 ecx=00000003 edx=00000008 esi=00251f48 edi=00251eb4
eip=7c901230 esp=0012fb20 ebp=0012fc94 iopl=0 nv up ei pl nz na po nc
cs=001b ss=0023 ds=0023 es=0023 fs=003b gs=0000 efl=00000202
*** ERROR: Symbol file could not be found. Defaulted to export symbols for ntdll.dll -
ntdll!DbgBreakPoint:
7c901230 cc int 3
0:000> g
ModLoad: 76390000 763ad000 C:\WINDOWS\system32\IMM32.DLL
ModLoad: 74720000 7476b000 C:\WINDOWS\system32\MSCTF.dll
ModLoad: 77c00000 77c08000 C:\WINDOWS\system32\version.dll
ModLoad: 755c0000 755ee000 C:\WINDOWS\system32\msctfime.ime
ModLoad: 20000000 202c5000 C:\WINDOWS\system32\xpsp2res.dll
ModLoad: 72280000 722aa000 C:\WINDOWS\system32\DINPUT.DLL
ModLoad: 688f0000 688f9000 C:\WINDOWS\system32\HID.DLL
ModLoad: 77920000 77a13000 C:\WINDOWS\system32\SETUPAPI.DLL
ModLoad: 76c30000 76c5e000 C:\WINDOWS\system32\WINTRUST.dll
ModLoad: 77a80000 77b14000 C:\WINDOWS\system32\CRYPT32.dll
ModLoad: 77b20000 77b32000 C:\WINDOWS\system32\MSASN1.dll
ModLoad: 76c90000 76cb8000 C:\WINDOWS\system32\IMAGEHLP.dll
Error opening config file '~/.celestia.cfg'.
StarDatabase::read: nStars = 112519
ModLoad: 69500000 69baa000 C:\WINDOWS\system32\nvoglnt.dll
ModLoad: 61dd0000 61dd6000 C:\WINDOWS\system32\MCD32.DLL
Loading texture: textures/lores/earth.png
Loading texture: textures/lores/earthnight.jpg
Loading texture: textures/lores/moon.jpg
Loading bump map: textures/lores/moonbump.jpg
Loading texture: textures/lores/palomar_topo5.*
Loading texture: extras/hale_telescope_v20/textures/medres/palomar_topo5.jpg
ModLoad: 5ad70000 5ada8000 C:\WINDOWS\system32\UxTheme.dll
(1c0.ff4): Break instruction exception - code 80000003 (first chance)
eax=7ffde000 ebx=00000001 ecx=00000002 edx=00000003 esi=00000004 edi=00000005
eip=7c901230 esp=03e1ffcc ebp=03e1fff4 iopl=0 nv up ei pl zr na pe nc
cs=001b ss=0023 ds=0023 es=0023 fs=0038 gs=0000 efl=00000246
ntdll!DbgBreakPoint:
7c901230 cc int 3
0:002> k
ChildEBP RetAddr
WARNING: Stack unwind information not available. Following frames may be wrong.
03e1fff4 00000000 ntdll!DbgBreakPoint


*** ERROR: Symbol file could not be found. Defaulted to export symbols for ntdll.dll -
ntdll!DbgBreakPoint:
7c901230 cc int 3
0:000> g


WARNING: Stack unwind information not available. Following frames may be wrong.
03e1fff4 00000000 ntdll!DbgBreakPoint

:/

C:\WINDOWS\system32\ntdll.dll version 5.1.2600.2180

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windows 10 directX 12 version
celestia 1.7.0 64 bits
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danielj
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Post #35by danielj » 23.01.2008, 13:03

I guess this is really the problem.The Hale Telescope addon...Earth has "2" moons: Moon and Hale.Because Celestia can??t find Hale eclipses,he never finishes the listing of lunar eclipses!

BobHegwood
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Post #36by BobHegwood » 23.01.2008, 13:47

Just so you know about it...

I still have NO problems with the eclipses, BUT I also have almost
zero add-ons installed as I'm still downloading and testing single
items from the ML.

I'm trying to keep the effects of other add-ons out of the testing, so
you may be onto the problem there.

Just FYI, Bob
Brain-Dead Geezer Bob is now using...
Windows Vista Home Premium, 64-bit on a
Gateway Pentium Dual-Core CPU E5200, 2.5GHz
7 GB RAM, 500 GB hard disk, Nvidia GeForce 7100
Nvidia nForce 630i, 1680x1050 screen, Latest SVN

chris
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Post #37by chris » 23.01.2008, 18:38

When I run with Selden's Hale add-on, I also see the eclipse browser hang. The problem is that the bounding sphere of palomar_dem--the terrain model--intersect's the Earth. When the eclipse finder loops to find the duration of an eclipse of this object, it loops forever because it is always considered to be in shadow.

Some of the eclipse finder code is a relic from a much simpler time :)

My plan is the to disregard "eclipses" between objects with intersecting bounding spheres. Eventually--and this will wait for a unified UI--I will add a progress bar with a stop button so that overly long calculations can be canceled. Even with a working eclipse browser, accidentally selecting a 500 year time window could have you waiting quite a while for Celestia to wake up again.

Thank you to danielj for reporting this, and to everyone else who helped in tracking this bug down.

--Chris

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selden
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Post #38by selden » 23.01.2008, 18:40

Chris,

Thanks!
Selden

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Post #39by chris » 23.01.2008, 18:48

It occurs to me now that an object in a planet's L2 point could be perpetually in eclipse, which would also cause the eclipse finder to hang. This hasn't been a problem so far, but I'll address it in a later update of the eclipse finder.

--Chris

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Post #40by chris » 23.01.2008, 18:59

A patched version of eclipsefinder.cpp is available here:

http://www.celestiaproject.net/~claurel/celest ... finder.cpp

It fixes the hang for me, and shouldn't have any other side effects.

--Chris


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